FYI, Chris, the town-behind-town-behind-town cheese is still possible with this. I couldn't keep it going on Expert 4 because I couldn't keep enough wood and stone resources going while still having a stone mason to build the next town hall at one point. But on Expert 1 it was completely trivial; attached save on turn 89 of 90 (so just click end turn twice, then skip the replays to win) if you want to look at the "build order" but basically it's:
setup: wood, stone, 5x marsh, town hall, stone mason
turn 1: stone
turn 2: skip
turn 3: skip
turn 4: 5x marsh, town hall, wood, stone, marsh
turn n: skip
turn n+1: skip
turn n+2: 4x marsh, if no mason then mason at previous town, town hall, wood, stone, marsh (2x marsh if built no mason built this turn)
(repeat last three steps until end of game, though obviously the exact timing of marsh vs non-marsh varies; can also just use field or whatever for the land tiles)
All being built in a straight line out behind the first town away from the opposing side, though the 2nd mason and onward generally have to be built to one side of the line at the previous town.
Those early cycles you may need to pay some modicum of attention to whether to do two wood or two stone on a new town to avoid bottoming out on one or the other, but after a few cycles you've got enough that 1 of each per town is fine.
I saw some interesting woes go by: black death, one that made a bunch of tiles disappear, earthquake, one that apparently teleported a bunch of norse to the greek side and captured a greek town (interrupted the cycle of social decay briefly until it decayed itself), etc. None required any deviation from the above.
Social Decay can stop
theoretically stop this, as it does in Expert 4 but not in Expert 1 due to lower magnitude. On Expert 1 it actually makes the "strategy" much less time-consuming: all but about the last 3 towns have decayed, so the "beginning of new turn, center on town belonging to this faction" logic actually brought me near the end of the "arm" of the faction I was building for. Saved me a ton of time
Except for that bit with the norse teleport. Those turns took longer because on red's turn I had to scroll from deep-blue-side to the end of red-side (with shift held, thankfully). Game took 50 minutes in total.